I don't have much of a portfolio yet, but I have a couple pictures of previous work I've done for clients in Second Life. I find it excellent practice to prepare for the industry because it requires me to take my high detail assets and make them compatible with a very limited (and finicky) engine that requires strict use of resources. I've been modeling for about 8 years in Blender and have recently entered a game-art/computer-anim degree program, so I expect my work to get better as I learn more about Maya and Zbrush. As of right now I mostly do hard surface modeling but I plan to do more organic stuff in the future. A lot of the pictures here are Star Wars based because the majority of my clients are mutual friends who play on Star Wars fan sims.
Original Star Wars style wall, with Japanese influence
Kaleesh character, modeled in Blender and textured in Substance Painter. All the parts come together to form a character with an exposed brain, protected by a transparent glass dome and concealed by a helmet. Kind of Darth Vader-ish. The texture work on the cybernetics is a little shoddy because I was just learning Substance at the time.
FC-1 Flechette Launcher, modeled in Blender and textured in Substance Painter. It's a design from the old Jedi Outcast/Jedi Academy games.
Custom lightsaber concept. Tried to combine the style of sabers from the original trilogy with the prequel era. Qui-gon, etc.
Stormtrooper helmet concept. Ended up scrapping it in favor of something closer to the Rogue One shoretrooper.
Keanu Reeves/John Wick (minus the hair) Was playing around with layering in Substance Painter when I first got the program. It's still one of my favorites despite looking like crap lol.
Mouse droid, modified to actually look like a mouse. lol
Republic Officer Uniform. Never finished it, but I still like the way it turned out.
Helmet, based on concept art for Kylo Ren
More unfinished stormtrooper pieces based on this image
https://gyazo.com/5ab0d43698766b1b4f06b7b2690b6197Coruscant sign
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